I research social and collaborative technologies, investigating how people use diverse kinds of interactive devices and systems in real world situations and places.
Much of my research examines how people organise their social activities with and around interactive devices and systems. Studies of this can often speak to—and offer correctives for—design. One approach I often use is to employ video recordings of socio-technical settings. Over time my research has come to be informed conceptually and empirically by the traditions of ethnomethodology and conversation analysis, although not exclusively.
Like many who work in HCI, CSCW and related areas, my work is often very collaborative and multidisciplinary, involving artists, sociologists, psychologists, and engineers. The outputs of such collaborations often result in the development of design frameworks and design principles which can sensitise and guide future work.
Publications and research
I have organised a selection of my publications around six key themes:
Understanding interaction in public settings
A major strand of my work revolves around deployments of interactive technology in public and semi-public places settings such as museums and galleries, crowded urban locations, and artistic or performance events taking place anywhere from city streets to dedicated venues. A key driver for this has been developing understanding the importance of spectatorship within these spaces, but it has also addressed more generally how we design for a variety of forms of technological engagements in public.
I'd Hide You: Performing live broadcasting in public
Stuart Reeves, Christian Greiffenhagen, Martin Flintham, et al.
ACM CHI 2015 Honourable Mention Award Video preview [ DOI | .pdf ]
'See Me, Feel Me, Touch Me, Hear Me': Trajectories and interpretation in a sculpture garden
Lesley Fosh, Steve Benford, Stuart Reeves et al.
ACM CHI 2013 Video preview [ DOI | .pdf ]
Flypad: Designing trajectories in a large-scale permanent augmented reality installation
Martin Flintham, Stuart Reeves, Patrick Brundell et al.
ECSCW 2011 [ DOI | .pdf ]
Performing thrill: Designing telemetry systems and spectator interfaces for amusement rides
Holger Schnädelbach, Stefan Rennick Egglestone, Stuart Reeves et al.
ACM CHI 2008 [ DOI | .pdf ]
The frame of the game: Blurring the boundary between fiction and reality in mobile experiences
Steve Benford, Andy Crabtree, Stuart Reeves et al.
ACM CHI 2006 [ DOI | .pdf ]
Examining practices with technology in other settings
Studies of practices with and around technology in a range of other settings than public or semi-public ones. While more of my research has examined the arts and cultural settings, the papers here focus on technology use in other kinds of environments such as workplaces and the home.
The challenges of using biodata in promotional filmmaking
Stuart Reeves, Sarah Martindale, Paul Tennent et al.
In Transactions on Computer-Human Interaction (2015) Video preview [ DOI | .pdf ]
Building a birds eye view: Collaborative work in disaster response
Joel E. Fischer, Stuart Reeves, Tom Rodden et al.
ACM CHI 2015 Video preview [ DOI | .pdf ]
Designing mobile systems for collocated interactions
Sus Lundgren, Joel Fischer, Stuart Reeves and Olof Torgersson
ACM CSCW 2015 [ DOI | .pdf ]
Human values in curating a human rights media archive
Abigail C. Durrant, David S. Kirk, and Stuart Reeves
ACM CHI 2014 Best Paper Award Video preview [ DOI | .pdf ]
Understanding mobile notification management in collocated groups
Joel Fischer, Stuart Reeves, Stuart Moran et al.
ECSCW 2013 [ DOI | .pdf ]
The methods, concepts, and practices of technology research itself
This work is concerned with examining technology research practices themselves. This includes unpacking the concepts we work with in research—such as 'futures' or 'science'—as well as reflections upon the various methods that we use.
A survey of the trajectories conceptual framework: Investigating theory use in HCI
Raphael Velt, Steve Benford, and Stuart Reeves
ACM CHI 2017 [ DOI | .pdf ]
The ‘work’ of playing video games
Video games have seen enormous attention from research. Curiously, though, the vast majority of this work tends to avoid any detailed study of the interactional 'work' involved in playing video games. There is still a limited EMCA literature on this topic. My work here also crosses into concerns of play and spectatorship.
Ways of spectating: Unravelling spectator participation in Kinect play
Burak Tekin and Stuart Reeves
ACM CHI 2017 [ DOI | .pdf ]
Video gaming as practical accomplishment: Ethnomethodology, conversation analysis, and play
Stuart Reeves, Christian Greiffenhagen, and Eric Laurier
In Topics in Cognitive Science (2017) [ DOI | .pdf ]
Cameras in video games: Comparing play in Counter-Strike and the Doctor Who Adventures
Eric Laurier and Stuart Reeves
In Studies of Video Practices: Video at Work (2014) [ .pdf ]
Human computation and crowdsourcing
Empirical and theoretical explorations of the design features of crowdsourcing and, more specifically, human computation systems.
Human computer interaction issues in human computation
In Handbook of Human Computation (2013) [ .pdf ]
Social media is a hugely popular area of research for HCI and particularly CSCW. This work looks at the nature of social media practices in various ways (e.g., as methodic practices).
I currently hold an EPSRC Early Career Fellowship. The Fellowship is premised broadly on investigating the links between academic HCI research, and the work of user experience and design (UX&D) professions in industry. As part of this, the Fellowship also examines the state of HCI research practices themselves intellectual endeavours.
I have built a number of web-based resources related to the Fellowship, which are listed here:
- There is a mailing list for discussing the connections between academic HCI research and UX&D professional communities. To join, please email firstname.lastname@example.org with the message body "SUBSCRIBE UX-RPI Firstname Lastname" and a blank subject line.
- I wrote an article for UXmatters that explains some of the topics the Fellowship is attempting to get at.
- A resource webpage to chart the landscape of UX / IxD links with HCI research.
- Towards the end of 2014 I ran a 5-minute survey that was targeted at gathering some basic information from UX professionals.
Publications, workshops, etc. that relate to the topics of the Fellowship are as follows:
- A survey of the trajectories conceptual framework: Investigating theory use in HCI (paper in CHI 2017)
- I was involved in the UCL Symposium on Grand Challenges in HCI (September 2016; talking on notions of 'science' and 'disciplinarity' in HCI research communities)
- HCI-UX Symposium Report (proceedings of a meeting held at Mixed Reality Lab in November 2015 about the topic of my Fellowship)
- Locating the 'Big Hole' in HCI research (Interactions article)
- Human-computer interaction as science (paper at Critical Alternatives 2015, a recording of my talk is also online)
- Knowledge production in interaction design (CHI 2015 workshop)
- What to study in HCI? (CHI 2015 workshop)
- Is replication important for HCI? (CHI 2013 workshop paper)
- Co-I on EPSRC "From Human Data to Personal Experience" (EP/M02315X/1). £4,062,954, 1st October 2015, 5 years duration.
- PI on EPSRC Early Career Fellowship "From theory to practice: putting HCI frameworks to work" (EP/K025848/1). £458,736 (80% FEC), 1st October 2013, 5 years duration. Industry partners: Microsoft Research Cambridge, Palo Alto Research Center.
- Research partner on "RIOT 1831 @ Nottingham Castle", Oct 2013-Oct 2014. Funded by Digital R&D Fund for the Arts (Nesta), AHRC, and National Lottery via Arts Council England. £125,000, Oct 2013, 12 months duration.
- Co-I on "Projection Augmented Relief Models for historical understandings in museum settings: The 1831 Nottingham Reform Bill Riots". Creative Economy Knowledge Exchange Project (Archives, Assets and Audiences: new modes to engage audiences with archival content and heritage sites), AHRC funded. £14,026, 1st May 2013, 6 months duration.
- Co-I on "Understanding the Multi-Screen Household" project. £86,286 total Horizon Hub funding, 1st Oct 2012, 12 months duration. PI Elizabeth Evans (University of Nottingham), industry partners: BT Research, BT TV Strategy, Red Bee Media, BBC, OFCOM.
I am module co-convenor (with Steve Benford and Joe Marshall) for G54MRT Mixed Reality Technologies (2016/2017—Spring semester). The coursework specification is available here, but for more details, go to the module webpage on Moodle.